Und nun beugen sich die Entwickler doch! Fast ein Jahr, nach dem fast 100 % alle es vermisst haben, kommen die "Nationen" jetzt doch. Mal schauen, wie das ankommt, nach dem das Spiel kaum noch jemand spielt
https://store.steampowered.com/news/...56188726773198
Und paar weitere Verbesserungen kommen.
https://store.steampowered.com/news/...56912677849640
Balance is an important topic for many of you, as it informs your strategies and your choice of cultures, which in turn affects how different your games will feel. Since replayability is important for a 4X game, with the Battuta Update, we focused on improving many of the less popular or less picked cultures to make them more appealing. Some of you may have already tried these changes in the beta, and we’ve seen some excitement for the options the reworked cultures offer. For those of you who did not play the beta or haven’t heard about the Battuta Patch before, here’s a quick recap of the main features (click on the names in bold or see below for more details):
Culture Balancing (see below): Rebalanced numerous cultures, including various new effects and abilities
Improved Militarist Action (see below): Added an option to upgrade militia into proper combat units, and fixed various bugs with the ability
Rebalanced Influence costs(See below): Cost of enacting civics, attaching territories, and merging cities grows far less over the course of the game
Improved Religious Districts: Various Tenets now provide economic bonuses on religious districts and religious districts are clearly marked in their tooltip
Better Civics Tooltips: Civics tooltips now show the effects of both options, even before you unlock them
Immersive Player Names: Diplomatic notifications now focus on the persona and give them a title appropriate for their government
Line of Sight Rework: Improved Line of Sight rules to generate more intuitive results and allow easier use of direct fire units
City visuals: Improved variety of Commons Quarters and facing of quarters to reduce repetitive patterns in large cities
We hope you’ll have fun exploring new strategies in the Battuta Update!
Balance Changes
If you have been around for the beta you will be familiar with these changes, BUT we have tweaked a couple of things (underlined), these tweaks can be "real" changes or changes that weren't on the previous blog but that they were on the beta.
Influence Balancing
You probably know how many players bring up the rapidly growing influence costs for various actions in the game. To be honest, some of those costs did spiral a bit out of control in the mid to late game. So we are adjusting some factors to the following:
Civics: Reduced the cost impact of Number of Enacted Civics
Attaching Outposts: Reduced the impact of already attached territories by 40%
Merging Cities: Reduced the impact of Infrastructure Buyout Cost by over 50%
Vassalization
Forcefully Vassalizing an opponent after a war will now be cheaper if you have more Fame than them. Roughly every 200 Fame should provide a 10 point reduction in War Score Cost. We also fixed the bug where (re-)vassalizing an empire after they tried to break free wasn't free as intended.
Militarist Affinity
While the Iron Reserves ability is incredibly powerful when exploited by an experienced player, we found that most more casual players find it extremely weak and almost never use it. So, we are making some tweaks to it to make it feel better to use for casual players, while fixing some bugs and unintended uses:
Militia units in Eras 5 and 6 now cost 2 pop each to raise (sieges unaffected)
Militia units can be upgraded into professional units in the Anti Cavalry branch (starting from Spearmen up to Rifles in the 6th era)
Fixed Militia units being free to heal
Fixed an exploit that created population when upgrading and disbanding units
Adjusted Ability Cooldown to scale with gamespeed and army size
Harbor Construction
To give you additional options when building your cities, Harbors will now serve as a "construction anchor" the same way Hamlets do, letting you build new districts next to them. We think this will particularly benefit naval cultures with "counts as" effects on their Emblematic Harbors, or otherwise maritime cultures. (Looking at you, Dutch V.O.C. Warehouse...)
Cultures
Now we're getting into the meat of the balancing
ERA 1
Phoenicians
Phoenician LT loses early naval tech cost reductions, gains +1 CS and +1 Movement Speed on naval units
EU becomes Naval Transport, unlocked with Fishing. 13CS, 2 Movement Speed (14CS and 3 Move Speed with LT)
Phoenicians gain access to Pentekonter
EQ gains a +1 Food worker slot
Hittites
LT: tech cost reduction to wheel replaced with "+20 to FIMS per Occupied City on each of their Own Cities" (Note: This effect ends with the war.)
Emblematic Quarter provides +3 Money and +20 Health Regen to friendly units in territory
Assyria
Dunnu counts as Commons Quarter
EQ gets Influence yield raised to +3 (was +2)
Myceneans
EQ loses additional industry bonus
EQ Stability bonus is now +5 (instead of +15)
Olmec
LT now gives +3 Influence per territory (was +1)
Egyptians
EU loses “Indirect Fire”
ERA 2
Romans
EQ now permanently gives +5 Influence, +5 Stability for each adjacent district
EQ now counts as Commons Quarter
EQ gives +50 Fame if completed while city is Victorious
LT –30% upkeep reduction replaced with +50% experience gain on unit
LT lost -30% Research Cost for Imperial Power
Praetorian Guard lose 1CS (now 29)
Goths
LT: Removed Ransack Combat Strength Bonus
LT: Added "+5% of Ransack Gains earned as Science per Army Unit (bonus scales with amount of units in ransacking army)
EQ Base Yields unchanged, but no Stability penalty
EQ also increases overall ransack bounty by +5%
EQ now counts as Commons Quarter
Era 2+ nomads (Huns, Mongols)
No longer gain food as combat spoils
Now can collect special “Pasture” curiosities that spawn on Prairie and Dry Grass which give food
Huns
LT: Added +5 science per Unit on hostile territory
Garamantes
EQ removed +1Food per adjacent Rocky Field and Stone Field
EQ gains +1 food on exploitation on territory (there is a bug on the UI that doesn't mention "on territory")
EQ now must be build next to Sterile, Stony Field, or Rocky Field
EU losses “Indirect Fire”
ERA 3
Aztecs
EQ now counts as Commons Quarter
EQ now gives +10 Stability (was +5)
Sacrifice Action now causes each EQ to get +100% to their stability output
Additional Sacrifice effect gives +1 CS to Heavily Damaged (<33%) Units per Sacrificing settlements
Mongols
LT: Added -25% Vassalization cost reduction
Khmer
EU loses “Move and Fire”
EU gain Elephant Platform (no penalty from melee attacks).
EU loses “Indirect Fire”
ERA 4
Ming
LT: Replaced "+1 Influence on Territory" with "+10 Influence per enacted Civic"
EQ: No longer provides Stability, but counts as Commons Quarter instead
EQ: +1 influence per district in same territory as emblematic quarter
Poles
EQ now counts as Commons Quarter
Venetians
LT: +1 influence per trade route, +1 money per trade route, +2 money per naval route
EQ: +2 Money base yield (was +1)
EQ: +2 Influence per adjacent District (was +1 per market before)
Spain
EQ now gives +5 stability (was -10)
EQ now counts as Commons Quarter
ERA 5
Ethiopia
LT effect boosted to +10 Science on Garrisons (was +5)
LT gains "CS of hostile units within borders gained as Science"
EQ now counts as Commons Quarter
EQ now properly counts as Garrison
Zulu
EQ now counts as Farmers Quarter
EQ now serves as construction anchor like Hamlet
EQ now gives +25XP on new units (was +10)
French
EQ loses "Collective Minds" effect
EQ gains +2 Science per trade route
Russians
LT loses old effects
LT gains "-25% outpost creation cost"
LT gains +10 Fortification on settlements
ERA 6
USSR
Resource now only applies CS bonus only if unit is Supplied
Americans
EQ loses "strength on adjacent units"
EQ no longer reduces Stability
EQ gains gold synergy with Garrisons
EQ counts as Market Quarter
EQ counts as Commons Quarter
EQ gives +3 Bombardment Strength (Yes, this is global)
Japan
EQ loses inherent synergy effect with Makers and Research quarters (infrastructures that give synergy to Makers and Research quarters still work)
EQ: Restricted +2 Science and +2 Industry effects to local territory
Turks
LT buffed to +3 Food per pop (was +1)
Brazil
EQ: gains "+3 Science per adjacent Farmers Quarter"
EQ: gains +1 Researcher slot
EQ now counts as research quarter
India
EQ: count as Common Quarter and Religious District
EQ: exploits industry and food of tiles (as Hamlets)
EQ: does not need to be placed next to another district
EQ: loses +2 Faith per population
EQ: provide +1 Science, +1 Influence on Religious District
LT: +5 influence (instead of +3), +2% money per territory under influence
Cuba
EQ: count as Science Quarter
EQ: removed +1 Food per population per Pharmaceuticals on all Cities
EQ: +1 Food per Food Worker per Pharmaceuticals on Overpopulated cities
EQ on Settled cities (>90% Stability)
+1 Industry per Pharmaceutical access per Industry worker
+1 Money per Pharmaceutical access per money worker
+1 Science per Pharmaceutical access per Science worker
Religious Districts and Tenets
We've added an explicit line in the "counts as" section for religious districts. Currently, the list of Religious Districts includes all Holy Sites ("normal" and cultural wonders, but this may not be displayed yet), and the the following Emblematic Quarters
Aztec
Maya
Edo Japanese
Spanish
Russian
Umayyads
Maurya
Celts
Goths
Aksumites
Teutons
Ottomans
Nazca
Mississippians
In addition to that, we have added an additional effect to the following Tenets
Tier 1
Respect the seas’ bounties : +2 Food on Religious District
Abstain from Intoxicants: +2 Industry on Religious District
Seek Wisdom: +2 Science on Religious District
Shelter the True Oracles: +2 Influence on Religious District
Be virtuous as Water: +2 Stability on Religious District
Reject Luxury: +2 Money on Religious District
Tier 2
Undertake Pilgrimage: +2 Influence on Religious District
Bear not False Witness: +2 Science on Religious District
Give Alms: +2 Money on Religious District
Observe Fasts : +2 Food on Religious District
Protect the Weak: +2 Stability on Religious District
Tier 3
Develop the Intellect: +2 Science on Religious District
Purge Idleness: +2 Industry on Religious District
Mandate Patronage: +2 Money on Religious District
Proselytize Daily: +2 Influence on Religious District
Tier 4
Raise Monuments: +2 Science on Religious District
Donate Generously: +2 Money on Religious District
Sustain the Faithful: +2 Stability on Religious District